higgsfield-websites
Build, edit, and deploy full-stack websites, apps and games via the Higgsfield CLI (`higgsfield website …`). Each is a React 19 + TanStack Start SSR app in one Cloudflare Worker (D1/R2/KV/DO/Containers). THREE product types, picked via `--type` on create: `website` (standalone, no Higgsfield integration — references/website-flow.md), `app` (Sign in with Higgsfield + fnf SDK, Quanta — references/app-flow.md), `game` (realtime multiplayer rooms — references/game-flow.md). Routes to the right flow;
Install
npx skills add https://github.com/higgsfield-ai/skills --skill higgsfield-websitesImage→3D input rules — read BEFORE any submit
These rules prevent the two most expensive failure classes: garbage geometry
from bad reference images, and wrong polycount paths. Every image→3D submit
must pass this preflight — whether through the native 3D CLI path
(higgsfield generate create, preferred) or the raw
fallback API; the same engine reconstructs the mesh either way. (Param
behavior re-checked against docs.meshy.ai 2026-06-11.)
Rule 1 — ONE figure per input image (character sheets)
Meshy reconstructs everything in the frame as a single object. A character sheet with 4 views becomes "a statuette of 4 fused figures".
Mandatory preflight on every user-provided reference:
- Vision check: "how many separate figures/views are in this image?"
- If more than one figure → crop. Two valid paths:
- One best view (front or 3/4) → regular
image-to-3d. - Each view as its own file →
multi-image-to-3d(1–4 images) — better geometry, but ONLY if the pose is identical on all panels. Different poses across panels ⇒ fall back to the single-view path.
- One best view (front or 3/4) → regular
- Cropping in the sandbox: use ffmpeg (
ffmpeg -i sheet.png -vf "crop=w:h:x:y" view.png) — PIL is not in the system python.
Rule 2 — pose normalization
Add "pose_mode": "t-pose" (or "a-pose"): Meshy straightens the character
regardless of the reference pose. This repairs "awkward" references before
auto-rig and matches donor skeletons in the local rig-transfer path.
Rule 3 — framing
- Full body in frame, nothing cut off.
- Clean/plain background; no shadows, text, watermarks, logos.
- Limbs visually separated from the torso (arms not pressed to the body) — fused silhouettes produce fused geometry and break auto-rig.
- One character, no props overlapping the silhouette.
image_enhancement: falseonly if the exact input style must be preserved.
Rule 4 — low-poly: two MUTUALLY EXCLUSIVE paths
Do not mix them:
Polycount budgets (game-ready guidance):
Valid API range: 100 – 300 000.
Hard rig limit: models > 300 000 faces are rejected by /rigging — if
the mesh came out heavier, run POST /openapi/v1/remesh before rigging.
Rule 5 — economy / QC params
"enable_pbr": false— skip metallic/roughness/normal maps unless the project needs PBR (base color only is cheaper and faster)."target_formats": ["glb"]— don't generate unused fbx/obj/usdz/stl; task completes faster."multi_view_thumbnails": true— 4 cardinal-view PNGs (front/right/back/ left) in the task result for vision QC without downloading the GLB.
Payload templates
Game humanoid, exact budget (recommended default):
Stylized faceted low-poly look:
Multi-view (character sheet split into same-pose panels):
(endpoint: POST /openapi/v1/multi-image-to-3d)
Preflight checklist (run through it verbatim)
- Vision-counted figures in the reference == 1 (or split for multi-image)
- Full body, clean background, no text/watermark/shadows
-
pose_modeset for characters that will be rigged - Low-poly path chosen consciously (look vs budget) — params not mixed
-
target_polycountmatches asset class table -
target_formats: ["glb"],enable_pbr: falseunless PBR required - Plan stays under rig limit (300k faces) if rigging follows